Been meaning to make a new video, but I've been busy unfortunately. There's a newer addon out that wraps all of the old functionality into Blender 4.0 instead of 2.79. You'll need to give it the path to your Chunk folder first before using it. github.com/Feuleur/blender-mhworld-tools-suite
I am not good at using blender4.0. I downloaded the latest plug-in and blender4.0 and imported mod3 normally, but there is no change in the interface after selecting lmt to import, which means that no animatin can be imported? I have selected pose mode and selected armature
@@siroos_ Thanks for your quick response, actually I made a basic mistake: I didn't look carefully at the plugin's github documentation. When I selected the dope sheet in the timeline below and selected the action editor, I was able to see the imported animations and play them, which made me excited. Thank you again for sharing
@Siroos_ I wanted to ask would it be possible to rip the 3d map data and models? I'm currently remodeling/texturing Selina's Canteen in Maya3d however trying to proxy a environment in a 3d space is difficult.
Small note: Mod3 Importer imports whole model inside mod3 file (all parts) including "damaged parts" in case of monsters. Before saving model you may wanna delete all damaged parts (with material name containing word "damaged") and intersections between destroyable and normal parts. Pretty good tutorial, I wish this one existed in 2020, would save me a great deal of my time.
Useful note! Didn't wanna overload the video with too much info, tho :P I personally use the Material Utilities plugin so you can easily select and delete the damage materials
NOTE - CLICK MERGE ALL CHUNKS BEFORE DROPPING ALL THE BIN FILES I was really confused because lots of model and texture files just didn't exist and I thought i something was bugged! (thank you for these tutorials you're a life saver
This is really cool to see here. I'm always interested as to how people can get the assets from these games and I figured it would be from either a simple program or a difficult process based on different factors. I would like to learn how to extract Monster Hunter Stories 2: Wings of Ruin assets. Not just the models, textures, and animations, but also sound files too and anything else that could be extracted for us. I'm trying to get a reference scale of a rider next to a full grown monster since there's no crowns in that game which makes sense given the format.
Unfortunately afaik there aren't any public tools for animations for Stories 2. That's not a huge deal since you can just grab most of the animations (minus Kinship attacks ofc) from GU, but I've personally never messed around with extracting the S2 models or textures.
@@siroos_ Would this LMT import plugin also work for Stories 2? There is a large archive of game rips I found on Reddit that also had Stories 2 (I just Googled "monster hunter stories 2 models rip"), and LMT is included, I managed to import the models and textures to Blender. Edit: I tried the blender-mhworld-tools-suite apparently it doesn't work, there's an error about byte size
@@happysylveon The one in the video will not, but I believe everything aside from World/Rise/Wilds uses mtframework so any LMT importer for GU and before should work with Stories 2 as well.
Great video! helped me set up blender environment and everything :) Would you know the rotation for fatalis (EM013)? the usual 90 messes up the model when I import animations Also, i'm having a little trouble getting a full set of armor into blender. Do you have any advice for importing multiple armor parts onto blender?
Glad it helped! As far as Fatalis, I can't recall him having anything special... if you're rotating before / after importing the animations, try doing the opposite.
Hey I gota a issue, in MHWnochunk applictaion when I drag the chunk files it says "Chunk detected,now analyzing... Merge mode on. The program will merge all the chunk files. Analyzation finished." but there is no file appearing there, I have added oo2core_8_win64.DLL as well in the application Direc still the same!
Love the tutorial! Just wanted to ask if you know how to put Shara Ishvalda's transformation from phase 1 shell to blender? I found the animation, but I don't know how to make the outer shell fall.
if there is a way to export armor parts and animations with it? because it turns out to be divided in the center of the torso and the upper half lives its own life
Since armor imports with an armature on every single piece, you'll probably have to combine them manually into one skeleton (unless the addon has a feature to collapse a skeleton, I don't remember)
@aarchives7125 you probably need to change the framerate in blender. Models with materials are also pretty intensive so you may not be able to preview at 60fps, but they should be in 60 regardless if you export them
Is it possible to do this without owning the game or without having the game files? Saw a Reddit post with 3D model viewing but idk how I might be able to import that if it’s even possible
I've done it before! Armor and hair is easy, all of that is documented on the modding wiki. Some of the facial stuff such as changing the size of the features like noses and cheekbones can be a bit tricky as it's mainly eyeballing stuff, and facepaint / scars / etc. can also be a bit weird, but for the most part it's doable.
@@siroos_Okay so i run armor and body mods, would this still work? I want to animate with my character models or even turn them into vr chat avatars if its possible
@@psiioniicyt as long as you can find the mod3 file, it should import into blender! Mod files should have their own folders in the download with the files. I've personally imported Rathalos armor, Rathalos himself, Rajang, and my Rise hunter in VRChat.
@@siroos_ I have 2.79, the problem is that I cant even get the box to show up, sorry if im not explaining this well. I click on "install add-on from file" and I select the folder, but nothing happens, and if i'm supposed to chose a file from inside the folder, I don't know which file to choose
do you happen to have a mirror or a copy of the LMT loader zip? The github repo linked in the description doesn't seem to have it and rezipping the available files doesn't produce a functional add-on either. It looks like the repo got gutted
Been meaning to make a new video, but I've been busy unfortunately. There's a newer addon out that wraps all of the old functionality into Blender 4.0 instead of 2.79, so you might give it a try. github.com/Feuleur/blender-mhworld-tools-suite
This video helped me so much with getting models I have wanted to 3d print. I do have a question though. I was messing with the palico files, and i cant get them to work properly. When the armature moves in a certain section the head deforms. I dont know if it is something that i am doing incorrectly or maybe something i am missing. When i go to import the animations it does the same thing. I have tried googleing to the ends of the internet lol but have had no luck. Any ideas would be greatly appreciated.
I know some model's weights are a little wacky. To fix those, you need to import using "Split-Slash" in the Weights option (underneath where you change the Import Skeleton to Animation Armature). Then, using the mod3 toolbox (github.com/AsteriskAmpersand/MHW-Mod3-Toolbox ) you can use the "Collapse Weights" option. I *think* this is what fixes them? If that doesn't fix it, try using the version of the importer that's on Darto's wiki (last line in the description, should be Edited Mod3 Importer under World:Iceborne). I know there were some specific models that had weight issues, such as the player faces, so this version might also fix them.
@@siroos_ I was referring to using them in the game, exporting a model with a shape key to mhw. is this possible ? (Excuse My writing My English is Bad)
Thank you so much for your great video! However, when I tried to import the model exported by blender to UE5, there are flashing textures on monster's head, wings and so on, just like what happens when model has overlapped meshes. I wonder do you have any ideas to fix this? I'd appreciate it a lot if you can help!
Many monsters have seperate models for various damage- for example, when Rathalos' wings break, it turns off the normal wing mesh and turns on the broken wing mesh. This means you have to manually delete those Damage meshes. I usually use the Material Utilities addon in blender, once you enable that you can do Shift+Q, Select By Material, and Search 'Damage' and delete all of the meshes that use the damage material. You might also want to delete the eyelid meshes if you don't need them, and I think there's also an extra "eye reflection" mesh on top of the actual eyeball that you can remove as well.
You could export as GLB/GLTF instead (no, seriously). It always saves the textures. When you open the 2.79 blend file in whatever later version (I'm using 4.0.2) export as GLB.
@@siroos_ Holy shit are there many bones one one place hahaha. Okay i might need to make some custom shapes and hide the things i dont need. Some bones do nothing tho. And what about the eyes? Its closed by default. But huge thanks!! I was able to do it properly without fail. Now i have my rathalos model + rig and Odogaron beta + armor. I want to use it for the puwnisher 3d challenge. These models are so high quality its insane!
@@simonzhang3D The eyes are usually a seperate mesh iirc, as opposed to controlled by bones, so you'll just have to toggle the eyelid mesh off. I know some bones are less for model control and more for ingame stuff, such as the 'laser' bone for many monsters being where their breath attacks will originate from
I've done everything you said and expected it as stl. I used kushala specifically. My only problem is, it looks very low poly, even with your settings. Is there anyway to make it look normal? As in smoother Edit: subdivision and displace helped it out a lot
So I exported the model for the handler (npc_002) and it appears to have everything _except_ for her eye texture. Would anyone know why, or where that is? I'm wondering if the eyes are just a shared asset between all human models, and if so where I'd go to find something like that. (Looked through the MonsterHunterWorldModding wiki but can't seem to find what I'm looking for)
check chunk\pl\common_tex\face, there should be an eye_BM.tex in there. It's grayscale so you'll have to color it yourself (using nodes in blender or just any photo editing software)
Unfortunately I can't say I've ever run into that... best I can say is make sure you're importing the animation armature and are on the correct version of blender.
@@siroos_ Someone submitted a ticket on the github page. According to them, it happened when Iceborne was added. The mod owner hasn't fixed it yet, as I'm having the same issue as killerpain. I'm looking around to see if there are any other LMT importers that will work.
Great guide, I have a question though. Why would anyone want to even do this? What is the point of it? I’m trying to get into modding right now. But I don’t understand why this would be useful.
@流刃寺 I've personally used the World models/animations for mods for other games (ARK and Smash), making some of my own animations, renders of the monsters , and 3D printing. Some people use them for art references too.
If you select the material option when you import a mesh into blender, it'll auto-convert most of them and you can save them from the blender file. Else, if there's a common texture or whatever you need to convert manually, you can use this tool: github.com/JodoZT/MHWTexConvertor
@@marcellofrugone656 closest you'll get to that is the Innerwear set (pl500_0000). Otherwise, all of the armors shouldn't have any gaps; for example, any exposed skin is usually included. Faces and hair are in chunk\pl
@@siroos_ man i m in trouble , i looking for weapon character animation, i think i can find them listed in fsm file but i dont know how to open it, any tips? thx
Been meaning to make a new video, but I've been busy unfortunately. There's a newer addon out that wraps all of the old functionality into Blender 4.0 instead of 2.79. You'll need to give it the path to your Chunk folder first before using it.
github.com/Feuleur/blender-mhworld-tools-suite
I am not good at using blender4.0. I downloaded the latest plug-in and blender4.0 and imported mod3 normally, but there is no change in the interface after selecting lmt to import, which means that no animatin can be imported? I have selected pose mode and selected armature
@@windowslsx what model have you imported? For player animations, there are a couple of different LMTs and you have to find the right one.
@@siroos_ Thanks for your quick response, actually I made a basic mistake: I didn't look carefully at the plugin's github documentation.
When I selected the dope sheet in the timeline below and selected the action editor, I was able to see the imported animations and play them, which made me excited.
Thank you again for sharing
can you do a tutorial please
@Siroos_ I wanted to ask would it be possible to rip the 3d map data and models? I'm currently remodeling/texturing Selina's Canteen in Maya3d however trying to proxy a environment in a 3d space is difficult.
Small note: Mod3 Importer imports whole model inside mod3 file (all parts) including "damaged parts" in case of monsters. Before saving model you may wanna delete all damaged parts (with material name containing word "damaged") and intersections between destroyable and normal parts. Pretty good tutorial, I wish this one existed in 2020, would save me a great deal of my time.
Useful note! Didn't wanna overload the video with too much info, tho :P
I personally use the Material Utilities plugin so you can easily select and delete the damage materials
NOTE - CLICK MERGE ALL CHUNKS BEFORE DROPPING ALL THE BIN FILES
I was really confused because lots of model and texture files just didn't exist and I thought i something was bugged!
(thank you for these tutorials you're a life saver
This was very helpful, thank you!!
This is really cool to see here. I'm always interested as to how people can get the assets from these games and I figured it would be from either a simple program or a difficult process based on different factors. I would like to learn how to extract Monster Hunter Stories 2: Wings of Ruin assets. Not just the models, textures, and animations, but also sound files too and anything else that could be extracted for us. I'm trying to get a reference scale of a rider next to a full grown monster since there's no crowns in that game which makes sense given the format.
Unfortunately afaik there aren't any public tools for animations for Stories 2. That's not a huge deal since you can just grab most of the animations (minus Kinship attacks ofc) from GU, but I've personally never messed around with extracting the S2 models or textures.
@@siroos_ Would this LMT import plugin also work for Stories 2? There is a large archive of game rips I found on Reddit that also had Stories 2 (I just Googled "monster hunter stories 2 models rip"), and LMT is included, I managed to import the models and textures to Blender.
Edit: I tried the blender-mhworld-tools-suite apparently it doesn't work, there's an error about byte size
@@happysylveon The one in the video will not, but I believe everything aside from World/Rise/Wilds uses mtframework so any LMT importer for GU and before should work with Stories 2 as well.
@@siroos_ I'm not able to find a Blender plugin for that, do you know any? Also I noticed Stories 2 uses .mod files instead of .mod3
@@happysylveon it'll probably be for 3DSMax instead of Blender, I don't think there are any MTFramework plugins for Blender
Great video! helped me set up blender environment and everything :)
Would you know the rotation for fatalis (EM013)? the usual 90 messes up the model when I import animations
Also, i'm having a little trouble getting a full set of armor into blender. Do you have any advice for importing multiple armor parts onto blender?
Glad it helped! As far as Fatalis, I can't recall him having anything special... if you're rotating before / after importing the animations, try doing the opposite.
Did you solved in any way the animations problems of the Fatalis? Same situation here, don't know why animations breaks like that
How to export lmt action.
I edited the action editor. Can I save it as lmt after editing?
Del I Guess But How To Ripping to Other Models From Monster Hunter Generations Ultimate?
Hey I gota a issue, in MHWnochunk applictaion when I drag the chunk files it says
"Chunk detected,now analyzing...
Merge mode on. The program will merge all the chunk files.
Analyzation finished." but there is no file appearing there, I have added oo2core_8_win64.DLL as well in the application Direc still the same!
Love the tutorial! Just wanted to ask if you know how to put Shara Ishvalda's transformation from phase 1 shell to blender? I found the animation, but I don't know how to make the outer shell fall.
How to convert lmt or mbd to fbx?
hey i asm trying to get this going to try to rip some armour files to get a print for a cosplay , will this work for that or not
if there is a way to export armor parts and animations with it? because it turns out to be divided in the center of the torso and the upper half lives its own life
Since armor imports with an armature on every single piece, you'll probably have to combine them manually into one skeleton (unless the addon has a feature to collapse a skeleton, I don't remember)
When I import the animations, they play like in slow motion. Is there a setting needed before import or do they need to be sped up manually?
@aarchives7125 you probably need to change the framerate in blender. Models with materials are also pretty intensive so you may not be able to preview at 60fps, but they should be in 60 regardless if you export them
@@siroos_ Thank you! You were right, I was previewing with the textures. When greyed out it plays at the right speed.
Is it possible to do this without owning the game or without having the game files? Saw a Reddit post with 3D model viewing but idk how I might be able to import that if it’s even possible
Might be tricky but think it'd be possible to bring hunters to blender too? (Considering the different faces, hair, armor,etc)
I've done it before! Armor and hair is easy, all of that is documented on the modding wiki. Some of the facial stuff such as changing the size of the features like noses and cheekbones can be a bit tricky as it's mainly eyeballing stuff, and facepaint / scars / etc. can also be a bit weird, but for the most part it's doable.
Oh that's sick! Gonna give that a look at when I get the chance. Thanks for letting me know
@@siroos_Okay so i run armor and body mods, would this still work? I want to animate with my character models or even turn them into vr chat avatars if its possible
@@psiioniicyt as long as you can find the mod3 file, it should import into blender! Mod files should have their own folders in the download with the files. I've personally imported Rathalos armor, Rathalos himself, Rajang, and my Rise hunter in VRChat.
Can you do this with monsters hunter frontier two ?
I'm confused at 3:09 on how to activate the addon, i've installed the file. Im still pretty new to blender
The addon should be active as long as its little tickbox is checked. Make sure you're using blender 2.79 and try restarting after you've enabled it.
@@siroos_ I have 2.79, the problem is that I cant even get the box to show up, sorry if im not explaining this well. I click on "install add-on from file" and I select the folder, but nothing happens, and if i'm supposed to chose a file from inside the folder, I don't know which file to choose
@@agmageever You should just be installing the ZIP file, you don't need to unpack it
@@siroos_ I got it to work, thank you so much!
do you happen to have a mirror or a copy of the LMT loader zip? The github repo linked in the description doesn't seem to have it and rezipping the available files doesn't produce a functional add-on either. It looks like the repo got gutted
Been meaning to make a new video, but I've been busy unfortunately. There's a newer addon out that wraps all of the old functionality into Blender 4.0 instead of 2.79, so you might give it a try.
github.com/Feuleur/blender-mhworld-tools-suite
This video helped me so much with getting models I have wanted to 3d print. I do have a question though. I was messing with the palico files, and i cant get them to work properly. When the armature moves in a certain section the head deforms. I dont know if it is something that i am doing incorrectly or maybe something i am missing. When i go to import the animations it does the same thing. I have tried googleing to the ends of the internet lol but have had no luck. Any ideas would be greatly appreciated.
I know some model's weights are a little wacky. To fix those, you need to import using "Split-Slash" in the Weights option (underneath where you change the Import Skeleton to Animation Armature). Then, using the mod3 toolbox (github.com/AsteriskAmpersand/MHW-Mod3-Toolbox ) you can use the "Collapse Weights" option. I *think* this is what fixes them?
If that doesn't fix it, try using the version of the importer that's on Darto's wiki (last line in the description, should be Edited Mod3 Importer under World:Iceborne). I know there were some specific models that had weight issues, such as the player faces, so this version might also fix them.
Thank you so much I will give it a go and see what I can come up with. @@siroos_
Can I have a safi'jiiva or fatalis file?
Is it possible that you can import the models from blender 2.8 to the modern blender version?
You can save the 2.8 blend (making sure to pack the textures so they're not lost), or I usually just ctrl+c from 2.8 and ctrl+v into 4.0. Easy peasy!
Can key shapes be used? For example, every time the monster makes a specific attack, its head grows.
Shape keys are just a general blender thing so they should be usable
@@siroos_ I was referring to using them in the game, exporting a model with a shape key to mhw. is this possible ? (Excuse My writing My English is Bad)
@wolfhaka7738 ah, unfortunately I've never put any models back into the game so I can't tell you if that's possible or not.
Thank you so much for your great video! However, when I tried to import the model exported by blender to UE5, there are flashing textures on monster's head, wings and so on, just like what happens when model has overlapped meshes. I wonder do you have any ideas to fix this? I'd appreciate it a lot if you can help!
Many monsters have seperate models for various damage- for example, when Rathalos' wings break, it turns off the normal wing mesh and turns on the broken wing mesh. This means you have to manually delete those Damage meshes. I usually use the Material Utilities addon in blender, once you enable that you can do Shift+Q, Select By Material, and Search 'Damage' and delete all of the meshes that use the damage material.
You might also want to delete the eyelid meshes if you don't need them, and I think there's also an extra "eye reflection" mesh on top of the actual eyeball that you can remove as well.
@@siroos_ This really helps. Thanks a lot!
Whenever I export the models as an FBX it doesn't keep the textures. Any tips on how I can fix this?
I don't think FBX has the ability to save textures. Dae or Obj might.
You could export as GLB/GLTF instead (no, seriously). It always saves the textures. When you open the 2.79 blend file in whatever later version (I'm using 4.0.2) export as GLB.
Is there a bone for the jaw? On rathalos i can not find it
should be BoneFunction.004
keep in mind that some bones might overlap (you can select them multiple time to cycle)
@@siroos_ Holy shit are there many bones one one place hahaha. Okay i might need to make some custom shapes and hide the things i dont need. Some bones do nothing tho. And what about the eyes? Its closed by default. But huge thanks!! I was able to do it properly without fail. Now i have my rathalos model + rig and Odogaron beta + armor. I want to use it for the puwnisher 3d challenge. These models are so high quality its insane!
@@simonzhang3D The eyes are usually a seperate mesh iirc, as opposed to controlled by bones, so you'll just have to toggle the eyelid mesh off.
I know some bones are less for model control and more for ingame stuff, such as the 'laser' bone for many monsters being where their breath attacks will originate from
@@siroos_ i see. Its soo interesting to see how the people from capcom worked on that. Can you believe how much work was put into MHW? Insane man haha
I've done everything you said and expected it as stl. I used kushala specifically. My only problem is, it looks very low poly, even with your settings. Is there anyway to make it look normal? As in smoother
Edit: subdivision and displace helped it out a lot
Try making sure the model is shaded smooth, maybe? If the model has Shade Flat, it will be a lot more polygonal.
@@siroos_ woah quick reply, and btw thank you for the tutorial is quick and easy to learn! I'll try that and edit the comment if it works.
Hello, can this work for human characters and custom player characters as well or is this limited to monsters ?
Should work exactly the same for the humans, though they have a LOT more files. I personally have extracted the Prance gesture.
So I exported the model for the handler (npc_002) and it appears to have everything _except_ for her eye texture. Would anyone know why, or where that is? I'm wondering if the eyes are just a shared asset between all human models, and if so where I'd go to find something like that.
(Looked through the MonsterHunterWorldModding wiki but can't seem to find what I'm looking for)
check chunk\pl\common_tex\face, there should be an eye_BM.tex in there. It's grayscale so you'll have to color it yourself (using nodes in blender or just any photo editing software)
@@siroos_ Thanks a ton! That's one of the last two pieces I needed to get this done. Appreciate the help!
Thanks dude!
Hello, I get the traceback error (most recent call last) when I import the animations, can you help me? Thank you
Unfortunately I can't say I've ever run into that... best I can say is make sure you're importing the animation armature and are on the correct version of blender.
@@siroos_ Someone submitted a ticket on the github page. According to them, it happened when Iceborne was added. The mod owner hasn't fixed it yet, as I'm having the same issue as killerpain. I'm looking around to see if there are any other LMT importers that will work.
Great guide, I have a question though. Why would anyone want to even do this? What is the point of it? I’m trying to get into modding right now. But I don’t understand why this would be useful.
@流刃寺 I've personally used the World models/animations for mods for other games (ARK and Smash), making some of my own animations, renders of the monsters , and 3D printing. Some people use them for art references too.
how can i change .tex format?
If you select the material option when you import a mesh into blender, it'll auto-convert most of them and you can save them from the blender file. Else, if there's a common texture or whatever you need to convert manually, you can use this tool: github.com/JodoZT/MHWTexConvertor
@@siroos_thx man i use the converter; in the chunck can i find the character full body model?
@@marcellofrugone656 closest you'll get to that is the Innerwear set (pl500_0000). Otherwise, all of the armors shouldn't have any gaps; for example, any exposed skin is usually included. Faces and hair are in chunk\pl
@@siroos_ man i m in trouble , i looking for weapon character animation, i think i can find them listed in fsm file but i dont know how to open it, any tips? thx
Thanks a lot.
got one for sfx?
Can we extract our own hunter?
you can't just pluck your hunter from the game, but armor, faces, hair, etc. are all available so you can piece a player character together.
how do i export this to maya?